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-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/Effects/CookieCutter.cs250
1 files changed, 125 insertions, 125 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/Effects/CookieCutter.cs b/OpenSim/Region/Environment/Modules/Terrain/Effects/CookieCutter.cs
index 29a9003..8e51d40 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/Effects/CookieCutter.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/Effects/CookieCutter.cs
@@ -1,125 +1,125 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the 12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30using OpenSim.Region.Environment.Modules.Terrain; 30using OpenSim.Region.Environment.Modules.Terrain;
31using OpenSim.Region.Environment.Interfaces; 31using OpenSim.Region.Environment.Interfaces;
32using OpenSim.Framework; 32using OpenSim.Framework;
33 33
34namespace OpenSim.Region.Environment.Modules.Terrain.Effects 34namespace OpenSim.Region.Environment.Modules.Terrain.Effects
35{ 35{
36 class CookieCutter : ITerrainEffect 36 class CookieCutter : ITerrainEffect
37 { 37 {
38 #region ITerrainEffect Members 38 #region ITerrainEffect Members
39 39
40 public void RunEffect(ITerrainChannel map) 40 public void RunEffect(ITerrainChannel map)
41 { 41 {
42 FloodBrushes.SmoothArea smooth = new FloodBrushes.SmoothArea(); 42 FloodBrushes.SmoothArea smooth = new FloodBrushes.SmoothArea();
43 ITerrainPaintableEffect eroder = new PaintBrushes.WeatherSphere(); 43 ITerrainPaintableEffect eroder = new PaintBrushes.WeatherSphere();
44 44
45 bool[,] cliffMask = new bool[map.Width, map.Height]; 45 bool[,] cliffMask = new bool[map.Width, map.Height];
46 bool[,] channelMask = new bool[map.Width, map.Height]; 46 bool[,] channelMask = new bool[map.Width, map.Height];
47 bool[,] smoothMask = new bool[map.Width, map.Height]; 47 bool[,] smoothMask = new bool[map.Width, map.Height];
48 48
49 Console.WriteLine("S1"); 49 Console.WriteLine("S1");
50 50
51 // Step one, generate rough mask 51 // Step one, generate rough mask
52 int x, y; 52 int x, y;
53 for (x = 0; x < map.Width; x++) 53 for (x = 0; x < map.Width; x++)
54 { 54 {
55 for (y = 0; y < map.Height; y++) 55 for (y = 0; y < map.Height; y++)
56 { 56 {
57 Console.Write("."); 57 Console.Write(".");
58 smoothMask[x, y] = true; 58 smoothMask[x, y] = true;
59 59
60 // Start underwater 60 // Start underwater
61 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5; 61 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
62 // Add a little height. (terrain should now be above water, mostly.) 62 // Add a little height. (terrain should now be above water, mostly.)
63 map[x, y] += 20; 63 map[x, y] += 20;
64 64
65 int channelsX = 4; 65 int channelsX = 4;
66 int channelWidth = (map.Width / channelsX / 4); 66 int channelWidth = (map.Width / channelsX / 4);
67 int channelsY = 4; 67 int channelsY = 4;
68 int channelHeight = (map.Height / channelsY / 4); 68 int channelHeight = (map.Height / channelsY / 4);
69 69
70 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x); 70 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
71 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y); 71 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
72 } 72 }
73 } 73 }
74 74
75 Console.WriteLine("S2"); 75 Console.WriteLine("S2");
76 //smooth.FloodEffect(map, smoothMask, 4.0); 76 //smooth.FloodEffect(map, smoothMask, 4.0);
77 77
78 Console.WriteLine("S3"); 78 Console.WriteLine("S3");
79 for (x = 0; x < map.Width; x++) 79 for (x = 0; x < map.Width; x++)
80 { 80 {
81 for (y = 0; y < map.Height; y++) 81 for (y = 0; y < map.Height; y++)
82 { 82 {
83 if (cliffMask[x, y] == true) 83 if (cliffMask[x, y] == true)
84 eroder.PaintEffect(map, x, y, 4, 0.1); 84 eroder.PaintEffect(map, x, y, 4, 0.1);
85 } 85 }
86 } 86 }
87 87
88 for (x = 0; x < map.Width; x += 2) 88 for (x = 0; x < map.Width; x += 2)
89 { 89 {
90 for (y = 0; y < map.Height; y += 2) 90 for (y = 0; y < map.Height; y += 2)
91 { 91 {
92 if (map[x, y] < 0.1) 92 if (map[x, y] < 0.1)
93 map[x, y] = 0.1; 93 map[x, y] = 0.1;
94 if (map[x, y] > 256) 94 if (map[x, y] > 256)
95 map[x, y] = 256; 95 map[x, y] = 256;
96 } 96 }
97 } 97 }
98 //smooth.FloodEffect(map, smoothMask, 4.0); 98 //smooth.FloodEffect(map, smoothMask, 4.0);
99 } 99 }
100 100
101 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth, int mapSize, int rp) 101 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth, int mapSize, int rp)
102 { 102 {
103 for (int i = 0; i < numChannels; i++) 103 for (int i = 0; i < numChannels; i++)
104 { 104 {
105 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i)); 105 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
106 106
107 if (distanceToLine < channelWidth) 107 if (distanceToLine < channelWidth)
108 { 108 {
109 if (channelMask[x, y]) 109 if (channelMask[x, y])
110 return; 110 return;
111 111
112 // Remove channels 112 // Remove channels
113 map[x, y] -= 10; 113 map[x, y] -= 10;
114 channelMask[x, y] = true; 114 channelMask[x, y] = true;
115 } 115 }
116 if (distanceToLine < 1) 116 if (distanceToLine < 1)
117 { 117 {
118 cliffMask[x, y] = true; 118 cliffMask[x, y] = true;
119 } 119 }
120 } 120 }
121 } 121 }
122 122
123 #endregion 123 #endregion
124 } 124 }
125} 125}